feat: implement material loading and rendering
Co-authored-by: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -12,11 +12,16 @@ layout(set = 0, binding = 0) uniform CameraUniform {
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vec3 position;
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} camera;
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// Per-submesh information - MaterialPushConstants struct
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layout(push_constant) uniform MaterialPushConstants {
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vec4 base_color;
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} material;
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layout(location = 0) out vec4 f_color;
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void main() {
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// Default mesh color - no textures for now.
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vec3 objectColor = vec3(0.5, 0.5, 0.5);
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// No texture sampling yet - just the material's flat base color.
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vec3 objectColor = material.base_color.rgb;
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// Default light information - we aren't going to edit light information until we know more about it.
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vec3 lightPosition = vec3(-100.0, 200.0, 200.0);
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vec3 lightColor = vec3(1.0, 1.0, 1.0);
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